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compulsion last won the day on May 28 2015

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  1. compulsion

    CE 34878-0

    Bonjour, Je pense que nous vous avons répondu également par courriel, mais juste pour être certain : nous sommes bien conscients des problèmes que vous rencontrez et nous sommes désolé. Nous faisons tout notre possible pour résoudre ceux-ci aussi rapidement que possible. Le prochain patch sera disponible dans les jours qui viennent. Merci de votre patience, L'équipe Compulsion
  2. Hello, The Kickstarter and Early Access players are getting a bigger version of the game than they did previously. You’ll also receive the Jolly Brolly weapon! It’s a silly item which should make for some fun gameplay moments. For Kickstarter backers, we wanted to make sure that you received the Season Pass for free. None of this would be possible without you. And, as a small surprise for the beer tier, to prove that even a little support has a big impact, we’re sending all of you a free digital copy of the game. Thank you for believing in us.
  3. compulsion

    New forums

    Hi everyone, As you can see, we migrated our forums to a new interface. Hopefully this will allow us to do more things in the future. However, this means your posts from yesterday have not been migrated. Feel free to ping us if needed!
  4. compulsion

    Weekly Journal - Inventory

    Early Access Throughout the remainder of 2015 and early 2016, we began substantially changing the game. The community’s response was super exciting, but we realised that a lot of the assumptions we had made were wrong - people were happy with the gameplay but what they REALLY cared about was what kind of story we could tell. This brought about a very significant change where we started adding a lot of character, love, and story into the game. This also increased the average playthrough/run time substantially. For Early access, we decided that we did not want the game to pause while in the inventory. Gameplay wise this would add a layer of pressure to the player, for a more hardcore survival experience. After all, we really wanted our game to be about paranoia. However, not pausing while in the inventory meant that we had to ditch the fullscreen, so we had to make the best out of a limited space. The player could now see directly his survival stats and the time and date in the HUD, so we didn’t need them in the inventory screen itself. Currency was added, so the player could now buy and sell items to merchants. However, the initial Early Access feedback told us two important things: inventory management was becoming a chore (a side effect of adding more and more craftable items and things to use in the game), and the number of hardcore survival fans in our audience was dwarfed by the number of people who just wanted to be in a cool world. Nothing changed for the in-game quickslot. However, with the expansion of useable items, the criticisms about inventory tetris applied to the quickslots too. Life in Technicolour The current Early Access build (Life in Technicolour) is our attempt to solve these issues, and another huge turning point in the life of the inventory. By the time this update came out in mid 2017, we had been in Early Access for over a year, which means plenty of discussions with the community had happened by that point. We heard all kinds of feedback about the inventory but one was truly prominent, players were spending too much time in their inventory organizing it. Some loved it - they loved to organize things exactly the way they liked it - but many more players hated it. Inventory tetris just isn’t that popular. We knew we had a choice to make, because the game length was increasing - we didn’t have bite sized playthroughs any more. We Happy Few was looking less like Day Z and more like an rpg. Based on the feedback above, we felt that players were spending too much time in the inventory instead of the game. So, we bit the bullet and moved onto a weight based system. That makeover was so drastic that we had to make a video explaining it at the time. Aesthetically and thematically we finally had time to do what we wanted - it took a long time to plan, but we were happy with it. We added filters to the inventory and now had room for item descriptions, so players could sort their inventory and learn what items were a lot more easily. We were also able to add quest items as undroppable (and costing no weight), which allowed us to avoid a ton of pesky gamebreaking bugs. The quickslots got their first overhaul in a while. We experimented with autopopulation of quickslots - the top slot would automatically choose a healing item, and the bottom one autopopulated with all tools you could use (and you could cycle through it). We thought you’d urgently need health, but maybe not other things. The weapon slot would also autopopulate with the next weapon once it got broken. Current The new system has been the subject of a lot of discussion. Players were frustrated at not being able to see very many items, but otherwise it received a lot of praise. Some players didn’t like the new quickslot system - the health slot was too inflexible and the tool slot was too flexible (too many choices). We have adapted the system to reflect that feedback, and here is where it is today: For technical reasons, we decided to revert back to pausing the game while in the inventory. While not pausing did bring tension to the game, it also could create a significant number of issues. We realised that restricting weapon/armour swapping would do the job well enough. As a result, we felt like we no longer had a reason to see the game world in the inventory, so we moved back to fullscreen. This solved a few issues automatically, such as the amount of items that could now fit comfortably on screen. We kept the status icons in the top left, but overall we think this is now in good shape - although we may still make some minor tweaks as we approach release. The most recent quickslot system also had refinement - we wanted to keep the autopopulation, because we believe that convenience is more important here than urgency, but improve how it works. There are now (again!) four quickslots, which are autopopulated and each can be cycled through individually. The categories are healing items, survival (such as food and beverage), gadgets (rocks, distraction devices, and the torch), the last one for Joy and other drugs. These categories are matched by new filters in the inventory, so you can see easily what is populating in each quickslot. And that’s it! This, plus some polish and minor improvements, will be the inventory and quickslot system that we ship with. It feels pretty good to play, and we hope you all agree. Thanks for tuning in! Compulsion Games
  5. Hi everyone, This week we would like to chat about a topic that was trending a lot during during Early Access, the inventory! In this journal, we will go through the major changes it went through, and explain in a bit more depth why we made the decisions we made. We’re also tackling the holsters and quickslots, as you can’t really have one without the other. The inventory changed radically to meet the needs of the game as it evolved. As we received feedback from players and changed core mechanics in the game, the inventory and the quickslots needed to adapt to the new designs. This meant that the story of the inventory is a tiny summary of the entire game’s development. The Beginning Back in the early days, the game was a lot simpler. At the time, the game was looking like it would be a roguelike/survival game, and so we looked around at systems other games were using (Day Z, Rust, Minecraft etc). At the time, we had relatively short playthroughs in mind - something you could play in a single sitting. Here is a picture of our very first inventory in 2014 - keep in mind that in early development, programmer art reigns supreme. In the first version, what clothing you were wearing would determine how many slots you had available to use in your inventory. The jacket above would allow you to carry four items and the pants, eight. Finding a better suit would have unlocked more slots etc. The third slot was for Arthur’s briefcase, which he could also upgrade as you went throughout the game. You could think of it as finding jackets with extra pockets, or suitcases that just got bigger. At the time, all loot was physicalised in the world. We wanted to be able to use both weapons and items in regular gameplay, so created a holster and quickslot system that you would use both in the inventory screen and in gameplay. The quickslots were extremely simple, with two weapon holsters and one quicklsot for an item (food or bandage) that you could cycle using your mouse. The quickslot items would be chosen by hand in the inventory and didn’t stack, which was pretty cumbersome. Naturally, we thought it was great. PAX 2015 - first publicly playable version By the time PAX 2015 rolled around, our inventory had gone through quite a major change already: a step closer to what we really had in mind. To simplify looting and inventory management, we moved to a single, unified inventory - ditching the fixed slots system for a grid. Clothing no longer gated the inventory size, but instead became fully about conformity and other modifiers (which remains the case to this day). NPCs, the ground, and chests were now containers - aka loot was no longer restricted to being physically in the world, and NPCs (or containers) could have “inventory”. This was represented in the left panel above - you could open this via looting prompts or by just going into your inventory. We also moved “player menu” categories to the top, as opposed to on the side of the screen. We still had two weapon holsters, but added an extra quickslot. Throwable weapons had been added by then, and took up a weapon slot. The in-game quickslot became smaller and cleaner. One for a weapon and one for an item. This horrible programmer art remained in-game for YEARS. Kickstarter Progress continued throughout 2015, expanding on the system. For the Kickstarter playable build, the gating returned not only for the inventory but for the weapon holsters and the quickslots. The player could find expansion kits (briefcases made a brief comeback!) around the game to unlock them. The survival meters were also now present in the inventory because we didn’t have a status screen yet. The player menu screens are now icons, instead of names. The quickslots did not change much apart from getting button prompts - we started turning more and more attention to how we communicated things to the player, rather than just building systems (that we already knew how to use). We also added durability for weapons, and weapons could no longer be swapped in the middle of combat, which meant that getting that holster upgrade became more important. At the time, the game was still supposed to be a relatively short duration. However, once Kickstarter players got their hands on this build, we realised that everything would need to change.
  6. compulsion

    Weekly Journal - Last journal as we know it!

    Maarten Hey guys! Last weekly in the current format so one last report from your humble engine-coder-in-the-shadows. We're hard at work prepping a build for the first PS4 TRC sweep. That means we have to abide by a whole set of rules Sony provides, and entails a lot of different tasks: we're preparing and testing PSN trophies, getting all the package details right, hiding our debug menus, fixing localization issues and last minute PS4-specific rendering bugs, updating the PS4 SDK we build against, removing debug libraries linked in to our package, ensuring safe areas are respected etc etc. So yeah, a hell of a lot of i's need dotting. Luckily QA gives us great support in flagging any potential issues, and based on our Jira, we're almost ready for that first sweep! Thanks for reading, I hope you guys liked these weeklies, and I hope you're all looking forward to the release as much as me! See you then! Narrative Team - Alex and Lisa Alex Well, we have had a first stab at finishing voice recording, and then a second stab, and now we are onto Elevensies. That is to say, I have three more recording sessions lined up, and then we really, truly will be done recording. Unless it turns out we have to do some more later. I had an amazing session with [redacted], who plays [redacted]. She’s become a really superb voice actor. Also, Allan Cooke, who plays the Mad Scotsman, and the translucent as-yet-I-think-still unannounced [redacted] who plays Sally. I’ve just finished editing a slew of audio flashbacks for the Mad Scotsman, which will reveal all sorts of interesting things about how he got where he is now. Have to figure out where to put them in the polymorphing geography of the game. And I’ve been trying to help the localization folks, who need to know what “Awa an bile yer haid, ye weapon!” means, so they can translate it into other languages. Google Translate does not seem to cover Scots, alas (it’s not the same as Scots Gaelic). Production Sam Adam is just jealous. As the producer on the project one of my most important tasks is to keep us focused on shipping. We can build and build and build, but at some point we have to start tightening, and be content with what we have. I am very proud of the team’s progress on this front, as we have been very efficient with the time we have had. Another part of my role is to play cheerleader for the team, and support them through to the finish line. While this isn’t directly related to the game, as part of this, I fully shaved off my beard at the end of October, and since then have been growing a “shipping beard”. I occasionally trim the sides, because otherwise I look like an old toothbrush, but the length will stay growing until we ship this game. We’re all in this together. I hope you guys have enjoyed reading about how we have created We Happy Few! We’ve certainly enjoyed having you here. Thanks for tuning in! Compulsion Games
  7. compulsion

    Weekly Journal - Last journal as we know it!

    Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary And PH PH It’s officially optimization time! Yeahhhhhh… (sarcastic voice). There’s so much to be done in the art side. But we want to give you the best experience possible and optimization is one of the great pillars of a good game. So I’ve just started to review some levels trying to decrease the numbers of assets. It’s huge! There are thousands and thousands of assets in each level. It will take a while but definitely nothing impossible. Sarah Dang, gang, this is it!! The last couple of weeks, Clara, Michael, and I took on some MAAAAJOR major HUD overhaul, and I think you guys are going to love the improvements. It's way more readable, whether you’re alerting the suspicion of NPCs, trespassing, or dying from something unpleasant. There's also a dippity dope new visual way to track your Joy intake (I'm especially excited about that feature!) The HUD is sleek and minimalist, with all the information you need to navigate, without being a complete eyesore. I mean, I hope it is, that was the goal anyway. In addition to these exciting changes, I’ve been polishing existing assets, making the last of the pick-up item icons, and making the odd scribbly sign. I'm going to miss these updates. It's been such a privilege to share this journey with you, and I can't wait for you guys to play! Ta ta for now Carylitz I spent some time doing small levels and fixing small tasks, a little bit of everything really, having some fun here and there! Unfortunately I have nothing substantial to show this week, but it’s been a pleasure showing you guys some of my work for the past 2 years. Also, have you ever noticed that sometimes the name of the team members would be in spanish? It was me all along! jajaja Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Céline, Neil And Guillaume (Sometimes) Lionel I would like to quote something from the Big Lebowski here but nothing comes to mind. Anyways, this week the work continues on curved roads. There are a tons of constraints to respect if I don’t want to break the game but it is getting there. I am also working on shortening the bridges between the islands. The new placement system for the islands put them a bit too far from each other, so I am adding a compression pass to make them closer. After that, it’ll just be bug fixes until release! Céline Hi everyone. From now on, it is going to be full-time super fun bug fixing! Gotta fix ’em all! The game is coming along nicely and it is very different from the early access version (for the better). Please look forward to it, I cannot wait to hear your feedback when the game releases! Michael Things continue HUD-ing in the right direction, but seriously now, the HUD is really starting to look pretty cool. We've got a solid design where all the elements are fitting well together stylistically, or at least that's what the artists tell me. My favourite thing about working on the UI and HUD is the design element of working out what information is useful to let a player know, when you need to know it, how urgent it is to make you notice this before you get in trouble and how important it is relative to the rest of the information being presented to you. For the HUD we did a good job of feeding these questions through many members of the team to make sure we captured all the issues, and then took those requirements to determine how things should look and be represented. It was a good process, I like good processes. Anyway, It’s still all coming together, and looking better everyday, Thanks for reading! Serge Hello world (I never get tired of that line), There's a system in our game that we call 'Point Of Interest' that is used to keep the NPCs busy when the player is not a threat to their happiness. They are meta data placed in the level by the designers, with the animations and the archetype it needs to be started! This mechanic has evolved a lot during the development and we started observing some conflicts between archetypes who were trying to do the same tasks, so I spent the week understanding all the dependencies and refactoring the code to make it more robust. That's what 'bug fixing' is all about: finding the gaps in code logic that came from initially prototyping a feature, and then adding more and more specific environments or interactions to that feature that needed custom support during the game development. I hope you enjoyed our regular updates; I really enjoyed the feedback we received from you.
  8. compulsion

    Weekly Journal - Last journal as we know it!

    Animation Team - JR, Rémi, Vincent, Mike P, Jules, and Raph Jules Hi! This week I finished the takedown of Sally for all of the NPCs! Basically, to be able to perform a takedown when playing as Sally, you need to craft a syringe. The animation of this takedown is shorter than the takedown from Arthur. After this task, I moved to the famous Jolly Brolly! As you know, if you have preordered the game or have backed us on Kickstarter or Early Access, you will receive this fancy weapon! You will be able to shove the NPCs with style. That's it for me this week. Thanks everybody for your comments during all these weeks, I really enjoyed reading them. MikeP Sup folks! This week in the amazingly exciting land of the animators, I have been busy making little interactions. A surprising amount of them actually. Also posing a few dead corpses along the way. I kinda feel like the Swiss Army knife of the animation department this week, as I have many tools, people generally forget me in a drawer till they need the corkscrew or that screwdriver bit that doesn’t actually properly fit the screw your trying to tighten and then completely strip before you give up and drink that wine you just opened, in defeat. So actually maybe not completely like a Swiss Army knife, except for the wine drinking part. Anywho, here’s a picture of a guy that probably didn’t die peacefully in his sleep. That’s it for me this week folks, tune in next week, Same Bat Time, Same Bat Channel! Actually, that’s not true. Apparently this is my last personalized post, so… As Edward R. Murrow famously said: “Goodnight, and good luck!” Vincent Bonjoir! Mostly organizing stuff this week, trying to make sure nothing gets forgotten and the playthroughs have all the anims we need! Sounds a lot like ‘not getting actual things done’ (to me too), but important nonetheless. Among all that task writing and bug fixing, we joined a bit the optimization front by compressing thousands of animations. Whoo! That was easy. As to not disappoint for the last ‘up and personal’ weekly, let’s leave on an extremely exciting note: I’ve started working a bit on having the first person hands not clipping inside the surrounding geometry. It’s just quick tests, but we should not be the shame of the whole industry when the game’s out! See if you can spot the subtle difference: Well, it’s been a pleasure, seeya in the new weekly format next week maybe! J.R. Hi! You wonderful people you. Remember me? This week marks the last traditional weekly, as we'll be moving to a cool new format until release. So I'm sneaking out of my secret-stuff hole (that didn’t sound right) momentarily to say one thing... thank you. Thanks to those who have been there since the beginning, and those who came by and said hi when we were at PAX. Thanks to the fans who kept sending nice mail and sweet, sweet art to the team. Thanks to the new blood, the fans who came around to support us over the years. Thanks to the guy who noticed that my "lost NPC" animation looked like Vincent Vega at the intercom. Thanks to the youtubers that reacted to our trailers, for some weird fucked up reason I can't get enough of these. Thanks to the guys at IGA for bringing the booze for Fridays... So many others, but all in all just thank you. I wish I would have been able to show you more of my work in the last few months, but I reckon the rest of the animation team did a great job of keeping you guys informed. In the meantime, I'll move back into my shroud of secrecy and hopefully when the game comes out, you'll be enjoying the cinematics at least a little bit! Much love, bless you all, and don't be a downer. QA Team - Lee, JP and Stephanie Lee Hey everyone. I haven’t posted in awhile as we’ve been very busy locking down the build and making sure we’re in a good place for our submissions leading up to 1.0. This has involved creating loads of test cases and making sure they’re up to date with the latest design. These test plans help us and our friends at Gearbox ensure the game is as bug-free as possible before release. There’s a whole lot of game here compared to the early access release and we can’t wait to show you all the amazing additions the team has been working on when we launch later this year. Jean-Philippe QA is gearing up for the final few phases of testing. This involves creating a lot of test plans to cover pretty much everything in the game as thoroughly as possible. Test plans to cover Stealth, Combat and Encounters have been created, among others. There are still many test plans that need to be created in an effort to help polish the game. Some verification on ensuring consistent WorldGen was also performed. Ended up with a rather fun bug where Wastrels will fall down the very steep road incline.
  9. Hi everyone, In 2015, a few weeks before we launched our Kickstarter, we asked ourselves: if we were going to try “open development”, what would be the most important thing to help build a good, lasting relationship with a community? For us, it was open, transparent and consistent communication. Since June 2015, we have posted an update every Friday, taking breaks only for Christmas holidays. An update about what was going on in the project, the studio and a short note from different members of the team about their work that week. We wanted to introduce you to our team, so that you’d know who we were, and could see the challenges we faced, and our hopes and dreams for the project. We hope that you have enjoyed being here with us, and have enjoyed hearing from members of the team. Today we sit at a total of 145 updates! We didn’t anticipate that we’d have that many - we thought we might get to 50 before launching the game. How things change, eh? It is pretty funny going back and reading the very old entries, as you can witness all the changes the studio and the project have undergone. We have posted each one on Kickstarter, open to the public, and now we have this fascinating time capsule to look back at. A few weeks ago we announced that we would change the format of the weekly journals. This is because work on content has slowed down, and everything at this point is mostly bug fixing, optimization, or a spoiler. So instead of having the regular format, we are going to look in more depth at specific parts of the game, focusing on how it has evolved throughout development! Every week we will touch on an area of the game and show some old and new screenshots, what was the original design, what decisions we made and the final(?) results. So here it is, the last weekly as we know it! If you want us to speak about the evolution a particular topic (crafting, UI, combat, art, etc..) in the new journals, feel free to let us know! And if there is a specific team member you want to give a shout out to, now is the time Thank you, as always, for reading. Design Team - David, Hayden, Antoine, Adam, Ben, Eric, And Benji Eric This week I finished up one of the new bridges for Arthur’s story. In addition to that I spent a lot of time polishing the first two hours of the game; mostly things that help teach people the mechanics of the game in a smooth and fun way. In addition to that I sort of floated around between a few other maps polishing specific target areas to make these levels overall better by polishing out the stuff that wasn’t great. Plus I saw a bug that Remi swears is a naming convention bug. Either way it turns NPCs faces into a Tim Burton nightmare. It was pretty awesome. I say ship it. Also, tata for now! It’s been a fun year for me here at Compulsion. Starting out on creating side missions, then working on the core Arthur story missions, bug fixing, rejiggering things based on feedback, and making some spreadsheets. I do love those spreadsheets. Thanks, and hope you guys love this game as much as we love making it. Adam I’ve added a lot of polish to the Mad Scotsman. There have been main blockers, conditional blockers, nice to haves, “necessaries but can ship withouts”. There’s also a lot of “Hey, it would be awesome if you could this, Adam!” …. Yeah, I agree… you’re right. Will not fix, no time. Also, it’s fun to see Sam stress out. When most people are stressed, you see a vein on the forehead.. But not Sam. His face remains calm, but his beard starts twitching. Most fucked up thing I’ve ever seen. On another random game note, we had these things called “AI decorators” which were just supposed to spawn some random NPCs doing random things to make the world interesting. Turns out it was this evil system that just duplicates characters whenever you try to move it or delete it. So at one point, I think I had 50+ characters trying to look in the windows of the pub. Antoine What’s up everyone ?! I’ve been spelunking here in the caves of Unreal. It’s very pretty in here. Lots of colors and wires going everywhere slowly building up a world (that doesn’t sound pretentious at all pfff). So, little update on the Miss Thigh Highs aka Sally Boyle . She’s going well but let me tell you that her playthrough has being reworked and reworked and rejiggered to the point where I feel confident we got something that feels right. The bulk of the rework I’ve been doing is making sure there’s not too much unnecessary back and forth between quest locations. I’ve been working on a pretty hilarious scene where Bobbies are singing to Miss Boyle as a token of their appreciation for one of her accomplishments. Another cute thing I’ve done for Sally is that she now has a special table in her house that enables her to play music whenever she wants. Hayden Well hello there, folks, how the hell are you doing? It’s good to be back for the last full team community weekly. I’m rarely seen with the other LDs these days, as I’ve been spending most of my time in the Parade District, with my pinky finger up in the air as I sip on tea (and occasionally whiskey) with some of Wellington Wells upper crust; discussing new scientific discoveries, listening to Uncle Jack broadcast, and not to mention, trying on new clothes at an undisclosed location (still a bit too pricey for me) and window shopping at the Market. And despite some of the absurd rumors you may have heard going around; a disruption in food, and disruptions in motilene supplies and Joy, and even talk of a god damn quarantine; I’m not concerned at all. I have a basket full of joy and I’m on the right side of any gate that comes my way. It’s totally safe in here… And it’s always a lovely day for it.
  10. compulsion

    Any chance for a Xbox One refund?

    Hello, A refund would be at the courtesy of Microsoft, you would need to ask them. What exactly that has changed in the game bothers you? It is still the same game that we planned 4 years ago, only more beautiful and longer.
  11. Hey everyone, Things are very busy in the studio right now. We are continuing polishing and wrapping up the final content. We received some very interesting results from the playtests and have decided to do some last minute changes. We cannot wait for you to see it all! Narrative Team - Alex and Lisa Lisa You know how, when you take a trip, no matter how many lists you’ve made, you always remember something you SHOULD have packed after you’ve arrived at your destination? This week has been sort of like that. I’ve been going back through my “suitcase” of environmental narrative and adding signs and small details for clarity. I’ve also gone through the last bits and bobs of certain characters’ dialog, because we’re approaching the last recording sessions. Hopefully I will have packed everything you need for your journey to Wellington Wells! Design Team - David, Hayden, Antoine, Adam, Ben, Eric, And Benji Adam We are 1 week away from complete content lock on the Mad Scotsman. It has been a bit hectic, considering the many many ideas flying back and forth right now to fix or tweak situations. Ultimately, “time” has the final say, so simple is best. That said! I’m super proud of having lead the entire Mad Scotsman playthrough, and I’m pretty damn sure you’re all going to think of him as your favorite ;p Eric This week has been a very productive week I think. First half of the week was polishing off levels, but about mid week we got some great feedback from a playtest we held a little while back so I went straight onto fixing that. Smoothing out the intro of the game and making sure our crazy world is understood and as clear as it can be. Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Céline, Neil And Guillaume (Sometimes) Lionel This week, I worked on making the roads less straight. Breaking the sightline is one of the ways to make the Village and the hamlet more organic. So our city/village/hamlet generator had to be extended. It looks simple in theory but as they get packed with content, it is as you can imagine, harder in practice. Only the parts of the roads that are connected to non static houses can move. It is not finished yet but it looks promising. Serge This week for me was all about support and bug fixing tasks related to a paradigm that we use for performance. What I mean by that is there's non-playable characters whose brain is reduced to the bare minimum until the player interacts with him. The challenge was to fix conflict between the different piece of code that call for animations on these characters. Reusing code allows us to prototype the feature faster but once the data has been created we discover edge cases that need to be supported (like a paired animation of lovers on a bench for example). That's it, polish and bug fixing until we release the game! Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary And PH PH This week was full of little tasks for me, but I worked mainly on the different suits that you can craft. I refined the textures, reworked fabrics and patterns and added some details (stitches, buttons, seams,etc..). Carilitz Had a break from small stuff and got into some level art for some days! It was a rollercoaster of changes, trying to achieve the perfect feel for one of the last levels. I can't show it but, if you ever get to the end of the game you’re gonna be able to see it . Beside that, I have been also doing small fixes here and there like the past weeks. Marc-André Optimisation, optimisation, optimisation. Been grating away polygons of the buildings of the last biome. Saved a good 5 million triangles… out of 91 500 000. Also been helping Emmanuel with the refactoring of the wilderness area. We are moving the encounters closer to the streets which helps reduce the size of the islands and make them less hidden so they scream “look at me” to the player. Animation Team - JR, Rémi, Vincent, Mike P, Jules, and Raph Vincent This week has been mainly filled by reviews! Lots of meetings with people from all the departments, looking at whole playthroughs (with some cheating in the middle, that game has got quite big!) and taking notes of what’s left to tackle… There’s still quite a bunch of stuff. Panic! Erm. I mean, everything is 100% under control, nothing to see here, move along! In between reviews are the usual feedback, and sometimes even a bit of animation! I started work on a funny animation for our beloved Bobbies! Also, I went back a bit on the giant Mother TVs, as we now need them to track your altitude, which I didn’t plan for back when I scripted/animated it! If some of you are interested, it now uses a 2D Blendspace, which blends 4 different ‘idle’ animations depending on the relative position of the player! MikeP (AKA: lesser danger Mike) Sup folks! This week in the thrilling life of an animator, I made a bunch of little cutscenes for the game. One of which you can see in the gif. Dropped those rocks like it was no one’s business! Plus got some cool VFX from our VFX guy Weili to finish it up and voila! Some rock falling goodness! Sweet falling rock, eh! Also did a few little animation chains to round up the week. Nothing terribly exciting, but productive nonetheless! Well that’s it for me this week, tune in next week, Same Bat Time, Same Bat Channel! Jules Hi everybody! So for me this week I started on the soldier’s animations and in particular their search animation. Here is a gif of it. During the rest of the week, I switched to a super exciting task, Sally’s stealth takedowns! But it is still a work in progress. I might be able to show you a gif of it next week, if the censors allow it. See you next then! Thanks for tuning in! Compulsion Team
  12. compulsion

    Weekly Journal - Moderately terrible people

    Céline Hi everyone ! The bug season has started so this week for me it was mostly the following : finding a long-existing bug which questions everything, fixing it, observing that related features are broken/need rebalancing, supporting level designers, adding a skill which questions everything, adding it, observing that related features are broken/need rebalancing… etc. Hopefully the game will end up more fixed than broken at the end, I am confident! Animation Team - JR, Rémi, Vincent, Mike P, Jules, and Raph Jules Hi everybody! So this week for me I mainly worked on the Doctor. I've finished polishing his different heal and resurrect animation. As you can see on the Gif... if you want to interrupt him during his resurrection you better have enough stamina for a run or be ready to be hit by his bone saw! See you guys next week! Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary And PH PH We have a huge spreadsheet where the designers have gathered all the pickups, crafting recipes, wearables, weapons, components,etc… It’s huge! There are 900 entries in it. So this week was dedicated to pickups for me (pickups are the 3D models of items in the game, when you drop an item on the ground). I worked with the Level Designers to provide them the last ones for the game, and they’re now almost all ready to go. For example, I’ve done texturing work on different versions of a canteen and some modeling work to create key cards. Guillaume It’s been a while since I showed you guys what I worked on, as it has been mostly story locations that I don’t really want to spoil before the game ships. But this time I have a little teaser for you. This location is specific to Sally’s playthrough and some scary surprises are waiting for you there. Marco-André This week I’ve been finalizing work on the new special bridge and, for the most part, doing a bridge refactoring. This purely aesthetic change means that some bridges will now look as if they are dirt paths alongside a cliff, making them more interesting and more unique. I modified the levels and also created new modular pieces that will repeat to create the “bridge”/cliff path. Thanks for tuning in! Compulsion Team
  13. Hey everyone, This week, the team continues on final content integration and the beginnings of polish and bug fixing. We have received the results of the playtest from two weeks ago, and are really happy with the improvements we have made, particularly on the onboarding and the comprehension of Arthur’s story. The extra time we have spent on these aspects of the game has really paid off. That doesn’t mean we’re done, though. We have a list of issues to deal with on this front, so as we finish up the content, we’ll also be tweaking things here and there to respond to the issues raised. Playtests are so important, and we’re very glad to have the team at Gearbox here to help. Narrative Team - Alex and Lisa Lisa As part of finishing the game, Alex and I are running around trying to make sure that we have everything written that we need. This week, I’ve been writing “pensive barks,” which are things our characters say to themselves while you’re playing the game. The idea is to give you a deeper sense of who the characters are and how they feel -- without having to stop the action for a cut scene. With Sally, pensive barks are a fun challenge, because the face she presents to the world isn’t necessarily the same as how she feels inside. The danger is that we have promised you characters who are “moderately terrible people,” so I have to avoid falling in love with characters so much that I make them too good. Design Team - David, Hayden, Antoine, Adam, Ben, Eric, And Benji Eric The level design team is a collection of busy bees this week, integrating, fixing and finaling the level content we have in the game. That means a lot of polish, but also a lot of meetings to review the content we’re finishing up. As for what I did this week, I fixed some Arthur main story bugs and blockers, worked with Alex to make sure VO and narrative was both present and made sense, and the rest of my time I spent finishing some levels that came in late and just weren’t fully finished. Plus I got to hook up a sweet Arthur shower scene. So that was fun! Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Céline, Neil And Guillaume (Sometimes) Michael We've been working on upgrading the HUD elements. Some of it is revising old pieces that need some new polish, or presenting in better ways. The rest is finding ways to represent important information that was previously hidden from the player, for example we want to make a bigger deal of when curfew starts and when you enter a trespassing zone. (Everything is optional, for those who want a clean screen). So after Sarah has finished doing her mock-ups in Photoshop over a screenshot from the game, we take an element and break it down into it's moving parts ( for things that fill up and move ) and then I create a widget object in Unreal's widget designer and hook it into the game so that we can review it, and iterate on it further. Often with a good deal of programmer art filling in the gaps and making the artists cry.
  14. compulsion

    Production Update and Story Teaser

    @Jinxter They were not obligatory, only for those who wanted to. If you have the early access you still get the full game on release.
  15. Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary And PH Carylitz Tons of small and medium things that I have been doing lately! I can't show anything, but I think in general 80% of my weeks lately has been to close small tasks. A lot of “move this object 10 units… and its done” and things like that. Monkey work mostly but every now and then a prop comes along or a small location, which is really nice! So I have been as usual everywhere fixing, helping, supporting, moving, dancing, singing around and having fun. PH This week I worked essentially with designers to model the last wearables for the game. I also had the opportunity to visually upgrade the old lootable rubble pile we had in the game from the beginning of the development. Main difficulty here: add some mortared bricks that wouldn’t appear lootable for the player. We don’t want the player to think he can loot an infinite amount of bricks on this pile to start a brick war in Wellington Wells. After few iterations here’s the result compared to the old version: Animation Team - JR, Rémi, Vincent, Mike P, Jules, and Raph MikeP Sup folks! This week I worked on some animation chains for encounters, fixed some animation chains that weren’t working, polished some NPC animations, worked on falling rocks and integrated an explosion. Been a mixed bag as they say. Well that’s it for me for this week, tune in next week Same Bat Time, Same Bat Channel! Jules Hi! This week I continued to polish the animation I made a few weeks ago. So all of the feints, taunts, and other communication animations during combat by the NPCs are done! Now I move on to the Doctor. I've made a few tweaks to his attack with the bone-saw, it now looks totally crazy and scary. Also, I reworked the animation for when he heals himself because it was not clear enough in the game who was the target of this heal. As you might know, the Doctor can heal himself or heal another NPC. So we need to make it obvious who receives his heal. I really hope that you enjoy it as much as I had fun making it. See you next week for more news about the Doctor! Vincent Ahoy! This week has been mainly about planning… lots of reviewing of the last two characters playthroughs with the Level Designers (mainly the newly revealed Sally, have you seen that?), entering Jira tasks and discussing what we can manage in the time we have left. In the meantime, some bug fixing, technical stuff, the usual help here and there and feedback... Not much animating going on for me this week, sorry! Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Céline, Neil And Guillaume (Sometimes) Michael More work on Achievements this week, but all back-end stuff. Working out how to send events to Xbox Live and Steam, and why those events aren’t working. It was a great moment to see the little indicator pop up for the first time, to see that I’d Achieved something (very meta!). That happy feeling was gone when the rest of the achievements unlocked immediately after it, their happy chimes telling me that I had failed in some way. Thanks for tuning in! Compulsion Team
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